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Use frag_position in FOG_SHADER
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@@ -25,8 +25,6 @@ struct CEnvFxShadersPipeline
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hsh::float4 color = vbo->color * envFxUniBuf->moduColor * flakeTexel * envTexel;
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this->position = envFxUniBuf->proj * (envFxUniBuf->mv * posIn);
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FOG_SHADER_UNIFORM(fogUniBuf)
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// FIXME: hsh binds fog uniform to fragment stage
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// only because of m_color reference in here. can/should we avoid that?
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FOG_OUT_UNIFORM(this->color_out[0], fogUniBuf, color)
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}
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};
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